forked from Hartmut/paradiso
457 lines
15 KiB
C++
457 lines
15 KiB
C++
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/**
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* paradiso - Paradigmen der Softwareentwicklung
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*
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* (c) Copyright 2023-2025 Hartmut Seichter and Contributors
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*
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*/
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#include <paradiso/bitmap.hpp>
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#include <paradiso/bitmap_io.hpp>
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#include <paradiso/context.hpp>
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#include <paradiso/geometry.hpp>
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#include <paradiso/renderer.hpp>
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#include <paradiso/shader.hpp>
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#include <paradiso/sprite.hpp>
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#include <paradiso/utils.hpp>
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#include <paradiso/vector.hpp>
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#include <paradiso/window.hpp>
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#include <chrono>
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#include <thread>
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#include <iostream>
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static const unsigned int FRAME_RATE = 60;
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static const unsigned int WINDOW_WIDTH = 800;
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static const unsigned int WINDOW_HEIGHT = 480;
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static const unsigned int WINDOW_SCALE = 2;
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// x,y+h --- x+w,y+h
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// | |
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// | |
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// | |
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// x,y ----- x+w,y
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struct AABB {
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paradiso::Vector2<float> position{};
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paradiso::Vector2<float> size{};
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bool is_colliding_with(const AABB& other) {
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return position.x() < other.position.x() + other.size.x() &&
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position.x() + size.x() > other.position.x() &&
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position.y() < other.position.y() + other.size.y() &&
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position.y() + size.y() > other.position.y();
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}
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};
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struct Background {
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static constexpr float SCROLLING_SPEED = 0.003f;
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std::array<paradiso::Sprite, 2> sprites;
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paradiso::Renderer renderer{};
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paradiso::Bitmap image =
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paradiso::BitmapIO::get().load("PNG/background.png");
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void init() {
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sprites = {paradiso::Sprite{
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.bitmap = image,
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.pivot = {paradiso::Vector2<float>::make(0.0f, 0.0f)},
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.scale = {paradiso::Vector2<float>::make(1.0f, 1.0f)}},
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paradiso::Sprite{
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.bitmap = image,
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.pivot = {paradiso::Vector2<float>::make(2.0f, 0.0f)},
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.scale = {paradiso::Vector2<float>::make(1.0f, 1.0f)}}};
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}
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void update() {
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for (auto& sprite : sprites) {
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sprite.pivot.x() -= SCROLLING_SPEED;
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if (sprite.pivot.x() <= -2.0f) {
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sprite.pivot.x() += 4.0f;
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}
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}
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}
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void draw(const paradiso::Shader& shader) {
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for (const auto& sprite : sprites) {
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shader.set_uniform("pivot", sprite.pivot);
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shader.set_uniform("scale", sprite.scale);
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shader.set_uniform("rotation", sprite.rotation);
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renderer.draw(sprite, shader);
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}
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}
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};
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struct Ground {
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static constexpr float SCROLLING_SPEED = 0.009f;
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std::array<paradiso::Sprite, 2> sprites;
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paradiso::Renderer renderer{};
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// Maybe put this into 'init()' because we might use the other textures
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// like snow, ice, ... and then we can parameterize this.
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paradiso::Bitmap image =
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paradiso::BitmapIO::get().load("PNG/groundGrass.png");
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AABB aabb{};
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void init() {
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// The image's height is 71 px.
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float scale_y = 71.0f / (float)WINDOW_HEIGHT;
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float pivot_y = -1.0f + scale_y;
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sprites = {
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paradiso::Sprite{
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.bitmap = image,
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.pivot = {paradiso::Vector2<float>::make(0.0f, pivot_y)},
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.scale = {paradiso::Vector2<float>::make(1.0f, scale_y)}},
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paradiso::Sprite{
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.bitmap = image,
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.pivot = {paradiso::Vector2<float>::make(2.0f, pivot_y)},
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.scale = {paradiso::Vector2<float>::make(1.0f, scale_y)}}};
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// We'll make the height half the height of the texture.
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// (If you want 1:1 size, you need to double the scale of the sprite.)
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aabb = AABB{
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.position = {paradiso::Vector2<float>::make(-1.0f, -1.0f)},
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.size = {paradiso::Vector2<float>::make(2.0f, scale_y)}
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};
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}
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void update() {
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for (auto& sprite : sprites) {
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sprite.pivot.x() -= SCROLLING_SPEED;
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if (sprite.pivot.x() <= -2.0f) {
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sprite.pivot.x() += 4.0f;
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}
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}
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}
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void draw(const paradiso::Shader& shader) {
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for (const auto& sprite : sprites) {
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shader.set_uniform("pivot", sprite.pivot);
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shader.set_uniform("scale", sprite.scale);
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shader.set_uniform("rotation", sprite.rotation);
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renderer.draw(sprite, shader);
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}
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}
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};
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struct Rocks {
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static constexpr float SCROLLING_SPEED = 0.006f;
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static constexpr float GAP_SIZE = 1.6f;
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paradiso::Sprite top_sprite;
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paradiso::Sprite bottom_sprite;
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paradiso::Renderer top_renderer{};
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paradiso::Renderer bottom_renderer{};
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// Maybe put this into 'init()' because we might use the other textures
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// like snow, ice, ... and then we can parameterize this.
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paradiso::Bitmap top_image =
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paradiso::BitmapIO::get().load("PNG/rockGrassDown.png");
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paradiso::Bitmap bottom_image =
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paradiso::BitmapIO::get().load("PNG/rockGrass.png");
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AABB top_aabb;
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AABB bottom_aabb;
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void init(float x) {
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// The image's size is 108x239 px.
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float scale_x = 108.0f / (float)WINDOW_WIDTH;
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float scale_y = 239.0f / (float)WINDOW_HEIGHT;
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auto scale = paradiso::Vector2<float>{
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paradiso::Vector2<float>::make(scale_x, scale_y)};
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float top_position_y =
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1.0f - scale_y + ((float)(std::rand() % 60) / 100) + 0.04f;
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float bottom_position_y = top_position_y - GAP_SIZE;
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top_sprite = paradiso::Sprite{
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.bitmap = top_image,
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.pivot = {paradiso::Vector2<float>::make(x, top_position_y)},
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.scale = scale};
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bottom_sprite = paradiso::Sprite{
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.bitmap = bottom_image,
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.pivot = {paradiso::Vector2<float>::make(x, bottom_position_y)},
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.scale = scale};
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// We'll make the width half the width of the texture.
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// (If you want 1:1 size, you need to double the scale of the sprite.)
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auto size = paradiso::Vector2<float>{
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paradiso::Vector2<float>::make(scale_x, scale_y * 2)};
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auto top_position =
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paradiso::Vector2<float>{paradiso::Vector2<float>::make(
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top_sprite.pivot.x() - size.x() / 2,
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top_sprite.pivot.y() - size.y() / 2)};
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auto bottom_position =
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paradiso::Vector2<float>{paradiso::Vector2<float>::make(
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bottom_sprite.pivot.x() - size.x() / 2,
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bottom_sprite.pivot.y() - size.y() / 2)};
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top_aabb = AABB{top_position, size};
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bottom_aabb = AABB{bottom_position, size};
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}
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void update() {
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top_sprite.pivot.x() -= SCROLLING_SPEED;
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bottom_sprite.pivot.x() -= SCROLLING_SPEED;
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// +----------+
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// | |
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// | # #-------- the x it is.
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// | \ |
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// +----\-----+
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// \
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// *------- the x we need.
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// @Efficiency: We could just scroll it with the sprite.
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top_aabb.position.x() = top_sprite.pivot.x() - top_aabb.size.x() / 2;
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bottom_aabb.position.x() =
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bottom_sprite.pivot.x() - bottom_aabb.size.x() / 2;
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if (top_sprite.pivot.x() <= -1.2f) {
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// Reset.
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init(1.2f);
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return;
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}
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}
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void draw(const paradiso::Shader& shader) {
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shader.set_uniform("pivot", top_sprite.pivot);
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shader.set_uniform("scale", top_sprite.scale);
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shader.set_uniform("rotation", top_sprite.rotation);
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top_renderer.draw(top_sprite, shader);
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shader.set_uniform("pivot", bottom_sprite.pivot);
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shader.set_uniform("scale", bottom_sprite.scale);
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shader.set_uniform("rotation", bottom_sprite.rotation);
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bottom_renderer.draw(bottom_sprite, shader);
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}
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};
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struct Plane {
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static const unsigned int SPRITE_COUNT = 3;
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static constexpr float GRAVITY = -0.001f;
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static constexpr float JUMP_VELOCITY = 0.03f;
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static constexpr float MAX_VELOCITY = 0.03f;
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std::array<paradiso::Sprite, SPRITE_COUNT> sprites;
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std::array<paradiso::Renderer, SPRITE_COUNT> renderers;
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unsigned int anim_interval = 10;
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unsigned int anim_counter = 0;
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// The direction where 'current_sprite' should go because the animation
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// shouldn't loop.
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int anim_direction = 1;
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unsigned int current_sprite = 0;
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float position_y = 0.5f;
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float rotation = 0.0f;
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float velocity_y = 0.0f;
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AABB aabb;
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void init() {
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// The image's size is 88x73 px.
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float scale_x = 88.0f / (float)WINDOW_WIDTH;
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float scale_y = 73.0f / (float)WINDOW_HEIGHT;
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auto pivot = paradiso::Vector2<float>{
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paradiso::Vector2<float>::make(0.0f, position_y)};
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auto scale = paradiso::Vector2<float>{
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paradiso::Vector2<float>::make(scale_x, scale_y)};
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sprites = {
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paradiso::Sprite{.bitmap = paradiso::BitmapIO::get().load(
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"PNG/Planes/planeRed1.png"),
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.pivot = pivot,
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.scale = scale},
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paradiso::Sprite{.bitmap = paradiso::BitmapIO::get().load(
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"PNG/Planes/planeRed2.png"),
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.pivot = pivot,
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.scale = scale},
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paradiso::Sprite{.bitmap = paradiso::BitmapIO::get().load(
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"PNG/Planes/planeRed3.png"),
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.pivot = pivot,
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.scale = scale},
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};
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// We'll make the size half the size of the texture.
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// (If you want 1:1 size, you need to double the scale of the sprite.)
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auto size = paradiso::Vector2<float>{
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paradiso::Vector2<float>::make(scale_x, scale_y)};
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// Center it.
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auto position = paradiso::Vector2<float>{paradiso::Vector2<float>::make(
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pivot.x() - size.x() / 2, pivot.y() - size.y() / 2)};
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aabb = AABB{position, size};
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}
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void update(const paradiso::Window::KeyboardInputStack& input) {
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if (anim_counter < anim_interval) {
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anim_counter++;
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} else {
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anim_counter = 0;
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current_sprite += anim_direction;
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if (current_sprite == SPRITE_COUNT - 1) {
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anim_direction = -1;
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} else if (current_sprite == 0) {
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anim_direction = 1;
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}
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}
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if (input.size() && input.top().key == ' ' && input.top().action == 1) {
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velocity_y += JUMP_VELOCITY;
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} else {
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velocity_y += GRAVITY;
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}
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velocity_y = std::clamp(velocity_y, -MAX_VELOCITY, MAX_VELOCITY);
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position_y += velocity_y;
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// +---------+
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// | |
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// | #------- the y it is.
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// | |
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// +----#----+
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// \
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// *----- the y we need.
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// @Efficiency: We could just add the velocity.
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aabb.position.y() = position_y - aabb.size.y() / 2;
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rotation = velocity_y * 500.0f;
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}
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void draw(const paradiso::Shader& shader) {
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auto sprite = sprites[current_sprite];
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sprite.rotation = rotation * (std::numbers::pi / 180.0f);
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sprite.pivot.y() = position_y;
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shader.set_uniform("pivot", sprite.pivot);
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shader.set_uniform("scale", sprite.scale);
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shader.set_uniform("rotation", sprite.rotation);
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renderers[current_sprite].draw(sprite, shader);
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}
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};
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auto main() -> int {
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std::srand(std::time(nullptr));
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auto canvas_size = paradiso::Size{.width = WINDOW_WIDTH * WINDOW_SCALE,
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.height = WINDOW_HEIGHT * WINDOW_SCALE};
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// Unser Fenster, auf das wir rendern.
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auto window = paradiso::Window();
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window
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.set_size(canvas_size) // ... Größe
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.set_position(paradiso::Point{.x = 200, .y = 200}) // ... Position
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.set_title("ParadiSO.TappyPlane") // ... Titel
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.set_visible(true); // ... und jetzt anzeigen!
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// Der Fenster Context.
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auto context = paradiso::Context{};
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// Ein Shader (Schattierungsprogramm).
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auto shader = paradiso::Shader{};
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// Wir nutzen einen vorgefertigten Shader, der speziell für Sprites ist.
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shader.load_preset(paradiso::Shader::Preset::Sprite);
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// Ein Viewport stellt die Sicht der Kamera dar, d.h. bei quadratischen
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// Pixeln sollte hier auch eine dementsprechende Größe eingestellt
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// werden.
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context.set_viewport(paradiso::Rectangle{
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.position = paradiso::Point{.x = 0, .y = 0}, .size = canvas_size});
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// Conflower blue
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context.set_clearcolor(paradiso::RGBA::from_rgb(0x64, 0x95, 0xED));
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// Der Asset Loader bekommt den Pfad.
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paradiso::BitmapIO::get().set_path("assets");
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// Wir initialisieren unsere Sachen.
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auto background = Background{};
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background.init();
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auto ground = Ground{};
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ground.init();
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auto rocks1 = Rocks{};
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rocks1.init(1.2f);
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auto rocks2 = Rocks{};
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rocks2.init(2.4f);
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auto plane = Plane{};
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plane.init();
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auto top_aabb =
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AABB{.position = {paradiso::Vector2<float>::make(-1.0f, 1.0f)},
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.size = {paradiso::Vector2<float>::make(2.0f, 0.5f)}};
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while (window.update([&](paradiso::Window& window) -> bool {
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background.update();
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ground.update();
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rocks1.update();
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rocks2.update();
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plane.update(window.keyboard_input());
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if (plane.aabb.is_colliding_with(rocks1.top_aabb) ||
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plane.aabb.is_colliding_with(rocks1.bottom_aabb) ||
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plane.aabb.is_colliding_with(rocks2.top_aabb) ||
|
||
|
plane.aabb.is_colliding_with(rocks2.bottom_aabb) ||
|
||
|
plane.aabb.is_colliding_with(top_aabb) ||
|
||
|
plane.aabb.is_colliding_with(ground.aabb)) {
|
||
|
|
||
|
std::cout << "COLLIDING" << std::endl;
|
||
|
}
|
||
|
|
||
|
auto t1 = std::chrono::high_resolution_clock::now();
|
||
|
|
||
|
context.set_viewport(paradiso::Rectangle{
|
||
|
.position = paradiso::Point{.x = 0, .y = 0}, .size = canvas_size});
|
||
|
context.clear();
|
||
|
|
||
|
background.draw(shader);
|
||
|
|
||
|
plane.draw(shader);
|
||
|
|
||
|
rocks1.draw(shader);
|
||
|
rocks2.draw(shader);
|
||
|
|
||
|
ground.draw(shader);
|
||
|
|
||
|
// Einen kurzen Moment warten, um auf 60 FPS zu kommen.
|
||
|
auto t2 = std::chrono::high_resolution_clock::now();
|
||
|
auto duration =
|
||
|
std::chrono::duration_cast<std::chrono::microseconds>(t2 - t1);
|
||
|
auto wait = std::chrono::microseconds(1000000 / FRAME_RATE) - duration;
|
||
|
std::this_thread::sleep_for(wait);
|
||
|
|
||
|
if (window.keyboard_input().size() &&
|
||
|
window.keyboard_input().top().key == 'Q') {
|
||
|
// Update-Loop beenden.
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
})) {
|
||
|
};
|
||
|
|
||
|
return 0;
|
||
|
}
|